awesome-d3d12

DirectX 12 reference

A collection of resources and samples to help developers learn and implement DirectX 12, including tutorials, documentation, and code examples.

Awesome D3D12 ecosystem

GitHub

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last commit: almost 6 years ago
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amdd3d12direct3ddirectxmicrosoftnvidia

Microsoft / Documents

Direct3D 12 Programming Guide
Direct3D 12 Reference
Direct3D 12 Glossary
bind-more / bind-less resource binding in dx12
Chuck Walbourn's blog on DirectX SDK
Better Power, Better Performance: Your Game on DirectX12 (GDC 2015)
Advanced DirectX12 Graphics and Performance (GDC 2015/BUILD 2015)
Direct3D Update: (GDC 2016)
DirectCompute in DirectX 12 Chas. Boyd

Microsoft / Videos

Microsoft DirectX 12 and Graphics Education videos

Microsoft / Samples

DirectX-Graphics-Samples 6,074 23 days ago samples that demonstrate how to build graphics intensive applications on Windows [MIT]
DirectXTK12 1,510 3 days ago DirectX 12 Tool Kit [MIT]
DirectXTex 1,826 7 days ago texture processing library [MIT]
DirectXMesh 784 8 days ago geometry processing library [MIT]
Xbox-ATG-Samples 687 about 1 year ago Samples published by the Xbox Advanced Technology Group [ ]

NVIDIA / Documents

Topics on developer blog
DX12 Do's And Don'ts
Advanced Rendering with DirectX 11 and DirectX 12 Holger Gruen
Practical DirectX 12 – Programming Model and Hardware Capabilities Gareth Thomas (AMD), Alex Dunn (NVIDIA)

NVIDIA / Samples

Falcor 2,704 3 months ago real-time rendering framework supporting DirectX 12 and Vulkan. It aims to improve productivity of research and prototype projects. [ ]

AMD / Documents

Topics on GPUOpen

AMD / Documents / Topics on GPUOpen

Root signature & descriptor sets
Leveraging asynchronous queues for concurrent execution

AMD / Documents

Direct3D12 and the Future of Graphics APIs Dave Oldcorn
Right on Queue: Advanced DirectX 12 Programming Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide)
D3D12 & Vulkan: Lessons Learned – Matthaeus Chajdas (AMD)
Getting The Best Out Of D3D12 Evan Hart, Principal Engineer (NVIDIA), Dave Oldcorn, D3D12 Technical Lead (AMD)
D3D12 A new meaning for efficiency and performance

AMD / Samples

HelloD3D12 148 over 4 years ago HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued, and constant buffers. [MIT]
Barycentrics12 11 almost 4 years ago Barycentrics D3D12 GCN Shader Extension Sample [MIT]
nBodyD3D12 57 over 5 years ago This is a slightly modified version of the Microsoft D3D12nBodyGravity sample [MIT]

Intel / Documents

Topics
Efficient Rendering with DirectX 12 on Intel Graphics
Performance Considerations for Resource Binding in Microsoft DirectX 12 Wolfgang Engel (CEO of Confetti)

Intel / Samples

asteroids_d3d12 129 5 months ago Asteroids DirectX 12 Sample
FlipModelD3D12 81 almost 2 years ago Interactive visualization for understanding swap chains in D3D12
DX12-Multi-Adapter 85 almost 2 years ago DirectX 12 Explicit Multi-adapter Sample

Misc / Raytracing

NVIDIA's early DXR samples 838 about 3 years ago
GettingStartedWithRTXRayTracing 657 over 4 years ago Chris Wyman's SIGGRAPH 2018 Course "Introduction to DirectX Raytracing"
Microsoft's D3D12 Raytracing Samples 6,074 23 days ago

Misc / Documents

D3D12QuickRef 56 almost 8 years ago Direct3D 12.0 quick reference guide
Rendering Hitman with DirectX12 Jonas Meyer (IO Interactive)
Object Space Rendering in DirectX 12 – Dan Baker (Oxide Games)

Misc / Samples

Sample code for the book "Introduction to 3D Game Programming with DirectX 12" 1,528 3 months ago
Bindless deferred texturing using D3D12 513 10 days ago
HelloD3D12 61 over 9 years ago comprehensive samples by @shobomaru
tinyrenderers 471 about 2 years ago Single header implemenations of Vulkan and D3D12 renderers
PipelineSet 15 about 7 years ago D3D12 Root Signature/Pipeline State Object live-reloading
OverlappedExecution 94 about 6 years ago visualize how draw and dispatch calls execute on the GPU [MIT]
DeferredTexturing 513 10 days ago demonstrates bindless deferred texturing using D3D12 [MIT]

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